2012-06-14 13:06:06 +00:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 20:53:08 +00:00
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#include "Zombie.h"
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2013-08-16 10:48:19 +02:00
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#include "../World.h"
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2013-08-27 21:11:00 +01:00
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#include "../LineBlockTracer.h"
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2012-06-14 13:06:06 +00:00
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2013-12-20 16:39:20 +01:00
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cZombie::cZombie(bool a_IsVillagerZombie) :
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2013-10-20 10:23:30 +02:00
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super("Zombie", mtZombie, "mob.zombie.hurt", "mob.zombie.death", 0.6, 1.8),
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2013-12-20 19:10:07 +01:00
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m_IsVillagerZombie(a_IsVillagerZombie),
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m_IsConverting(false)
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2012-06-14 13:06:06 +00:00
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{
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2013-09-05 22:40:08 +02:00
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SetBurnsInDaylight(true);
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2012-06-14 13:06:06 +00:00
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}
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2013-07-01 10:39:56 +00:00
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void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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2012-06-14 13:06:06 +00:00
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{
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2015-05-19 19:32:10 +01:00
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unsigned int LootingLevel = 0;
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2014-10-20 21:55:07 +01:00
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if (a_Killer != nullptr)
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2014-02-23 19:44:58 +01:00
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ROTTEN_FLESH);
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cItems RareDrops;
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RareDrops.Add(cItem(E_ITEM_IRON));
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RareDrops.Add(cItem(E_ITEM_CARROT));
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RareDrops.Add(cItem(E_ITEM_POTATO));
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AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
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AddRandomArmorDropItem(a_Drops, LootingLevel);
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AddRandomWeaponDropItem(a_Drops, LootingLevel);
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2012-06-14 13:06:06 +00:00
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}
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